mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-21 01:08:25 +00:00
228 lines
6.4 KiB
C++
228 lines
6.4 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "bbvs/bbvs.h"
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#include "bbvs/gamemodule.h"
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#include "bbvs/graphics.h"
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#include "bbvs/sound.h"
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namespace Bbvs {
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static const int kAfterVideoSceneNum[] = {
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0, 43, 23, 12, 4, 44, 2,
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16, 4, 4, 4, 44, 12, 44
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};
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void BbvsEngine::loadScene(int sceneNum) {
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debug(0, "BbvsEngine::loadScene() sceneNum: %d", sceneNum);
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Common::String sprFilename = Common::String::format("vnm/vspr%04d.vnm", sceneNum);
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Common::String gamFilename = Common::String::format("vnm/game%04d.vnm", sceneNum);
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_screen->clear();
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_spriteModule->load(sprFilename.c_str());
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_gameModule->load(gamFilename.c_str());
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Palette palette = _spriteModule->getPalette();
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_screen->setPalette(palette);
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// Preload sounds
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for (uint i = 0; i < _gameModule->getPreloadSoundsCount(); ++i) {
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Common::String filename = Common::String::format("snd/snd%05d.aif", _gameModule->getPreloadSound(i));
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_sound->loadSound(filename);
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}
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if (sceneNum >= kMainMenu) {
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DrawList drawList;
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drawList.add(_gameModule->getBgSpriteIndex(0), 0, 0, 0);
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_screen->drawDrawList(drawList, _spriteModule);
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drawScreen();
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}
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}
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void BbvsEngine::initScene(bool sounds) {
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stopSpeech();
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stopSounds();
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_sound->unloadSounds();
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_gameState = kGSScene;
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_prevSceneNum = _currSceneNum;
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_sceneVisited[_currSceneNum] = 1;
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_mouseCursorSpriteIndex = 0;
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_verbPos.x = -1;
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_verbPos.y = -1;
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_activeItemType = kITEmpty;
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_activeItemIndex = 0;
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_cameraPos.x = 0;
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_cameraPos.y = 0;
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_newCameraPos.x = 0;
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_newCameraPos.y = 0;
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_inventoryButtonIndex = -1;
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_currTalkObjectIndex = -1;
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_currCameraNum = 0;
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_walkMousePos.x = -1;
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_walkMousePos.y = -1;
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_currAction = 0;
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_currActionCommandIndex = -1;
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_currActionCommandTimeStamp = 0;
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_dialogSlotCount = 0;
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_buttheadObject = 0;
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_beavisObject = 0;
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memset(_backgroundSoundsActive, 0, sizeof(_backgroundSoundsActive));
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memset(_sceneObjects, 0, sizeof(_sceneObjects));
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for (int i = 0; i < kSceneObjectsCount; ++i) {
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_sceneObjects[i].walkDestPt.x = -1;
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_sceneObjects[i].walkDestPt.y = -1;
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}
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memset(_dialogItemStatus, 0, sizeof(_dialogItemStatus));
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_sceneObjectActions.clear();
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loadScene(_newSceneNum);
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_currSceneNum = _newSceneNum;
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_newSceneNum = 0;
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for (int i = 0; i < _gameModule->getSceneObjectDefsCount(); ++i)
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_sceneObjects[i].sceneObjectDef = _gameModule->getSceneObjectDef(i);
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for (int i = 0; i < _gameModule->getSceneObjectInitsCount(); ++i) {
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SceneObjectInit *soInit = _gameModule->getSceneObjectInit(i);
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if (evalCondition(soInit->conditions)) {
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SceneObject *sceneObject = &_sceneObjects[soInit->sceneObjectIndex];
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sceneObject->anim = _gameModule->getAnimation(soInit->animIndex);
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sceneObject->animIndex = soInit->animIndex;
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sceneObject->frameIndex = sceneObject->anim->frameCount - 1;
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sceneObject->frameTicks = 1;
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sceneObject->x = soInit->x << 16;
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sceneObject->y = soInit->y << 16;
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}
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}
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if (_gameModule->getButtheadObjectIndex() >= 0) {
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_buttheadObject = &_sceneObjects[_gameModule->getButtheadObjectIndex()];
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// Search for the Beavis object
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for (int i = 0; i < _gameModule->getSceneObjectDefsCount(); ++i)
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if (!strcmp(_sceneObjects[i].sceneObjectDef->name, "Beavis")) {
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_beavisObject = &_sceneObjects[i];
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break;
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}
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}
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updateSceneObjectsTurnValue();
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updateWalkableRects();
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_currCameraNum = 0;
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if (_buttheadObject) {
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int minDistance = 0xFFFFFF;
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for (int cameraNum = 0; cameraNum < 4; ++cameraNum) {
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CameraInit *cameraInit = _gameModule->getCameraInit(cameraNum);
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int curDistance = ABS(cameraInit->cameraPos.x - (int)(_buttheadObject->x >> 16) + 160);
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if (curDistance < minDistance) {
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minDistance = curDistance;
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_currCameraNum = cameraNum;
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}
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}
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}
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_cameraPos = _gameModule->getCameraInit(_currCameraNum)->cameraPos;
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_newCameraPos = _cameraPos;
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_walkAreaActions.clear();
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for (int i = 0; i < _gameModule->getActionsCount(); ++i) {
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Action *action = _gameModule->getAction(i);
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for (int j = 0; j < 8; ++j)
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if (action->conditions.conditions[j].cond == kCondIsButtheadAtBgObject)
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_walkAreaActions.push_back(action);
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}
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_mouseCursorSpriteIndex = 0;
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_activeItemIndex = 0;
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_activeItemType = kITEmpty;
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for (int i = 0; i < _gameModule->getActionsCount(); ++i) {
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Action *action = _gameModule->getAction(i);
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if (evalCondition(action->conditions)) {
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_gameState = kGSWait;
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_currAction = action;
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for (uint j = 0; j < action->actionCommands.size(); ++j) {
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ActionCommand *actionCommand = &action->actionCommands[j];
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if (actionCommand->cmd == kActionCmdSetCameraPos) {
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_currCameraNum = actionCommand->param;
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_cameraPos = _gameModule->getCameraInit(_currCameraNum)->cameraPos;
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_newCameraPos = _cameraPos;
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break;
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}
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}
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break;
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}
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}
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if (sounds)
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updateBackgroundSounds();
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}
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bool BbvsEngine::changeScene() {
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writeContinueSavegame();
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if (_newSceneNum >= 27 && _newSceneNum <= 30) {
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// Run minigames
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stopSpeech();
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stopSounds();
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_sceneVisited[_currSceneNum] = 1;
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if (runMinigame(_newSceneNum - 27)) {
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SWAP(_currSceneNum, _newSceneNum);
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}
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} else if (_newSceneNum >= 31 && _newSceneNum <= 43) {
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// Play video
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stopSpeech();
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stopSounds();
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_sceneVisited[_currSceneNum] = 1;
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_playVideoNumber = _newSceneNum - 30;
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_currSceneNum = _newSceneNum;
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_newSceneNum = kAfterVideoSceneNum[_playVideoNumber];
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} else if (_newSceneNum >= 100 && _currSceneNum == kCredits) {
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// Play secret video
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stopSounds();
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_playVideoNumber = _newSceneNum;
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_currSceneNum = 49;
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_newSceneNum = kCredits;
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} else {
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// Normal scene
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initScene(true);
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}
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return true;
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}
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} // End of namespace Bbvs
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